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js_sebastian writes "According to an article on the New York Times, a historical cross-over has occurred because of the declining costs of solar vs. the increasing costs of nuclear energy: solar, hardly the cheapest of renewable technologies, is now cheaper than nuclear, at around 16 cents per kilowatt hour. Furthermore, the NY Times reports that financial markets will not finance the construction of nuclear power plants unless the risk of default (which is historically as high as 50 percent for the nuclear industry) is externalized to someone else through federal loan guarantees or ratepayer funding. The bottom line seems to be that nuclear is simply not competitive, and the push from the US government to subsidize it seems to be forcing the wrong choice on the market."

Earlier this week, there were reports that large numbers of Modern Warfare 2 players on Steam were getting erroneously banned by Valve's Anti-Cheat software. While such claims are usually best taken with a grain of salt, the quantity and suddenness caused speculation that Valve's software wasn't operating correctly. A few days later, Valve president Gabe Newell sent out an email acknowledging that roughly 12,000 players had been inappropriately banned over the preceding two weeks. "The problem was that Steam would fail a signature check between the disk version of a DLL and a latent memory version. This was caused by a combination of conditions occurring while Steam was updating the disk image of a game." Valve reversed the bans and gave free copies of Left 4 Dead 2 to everyone who was affected.

An anonymous reader writes "It's not exactly official, but should also surprise no one: According to a new study the psychological profile of iPad owners can be summed up as 'selfish elites' while have-not critics are 'independent geeks.' Consumer research firm MyType conducted the study, in which opinions of 20,000 people were analyzed between March and May. The firm's conclusion was that iPad owners tend to be wealthy, sophisticated, highly educated and disproportionately interested in business and finance, while they scored terribly in the areas of altruism and kindness. In other words, 'selfish elites.'"

hornedrat writes "Gamepro discusses the idea that modern games put too much emphasis on multiplayer, and that players aren't as concerned about it as developers think. 'The current environment encourages developers to unnecessarily toss multiplayer into their games without caring about it — or even considering whether anyone will bother playing it. It’s like they're checking an invisible quota box that demands multiplayer's inclusion.' Personally I agree that too much emphasis is placed on competitive multiplayer. I play online, but only with my brother in games that allow co-operative modes, like Rainbow Six: Vegas and ARMA 2. 'My point isn't that developers shouldn't try and conquer Halo or Call of Duty. We'd never have any progress in this industry if developers didn't compete. Game companies, however, should think carefully about what they want their games to be, and more important, gamers should consider what they want. If a developer wants to eclipse Halo, then by all means, pour that effort into a multiplayer mode that's different.' I would be interested to know how many gamers really care about the multiplayer components of the games they buy."

ChrisPaget writes "I'm planning a pretty significant demonstration of GSM insecurity at Defcon next week, where I'll intercept and record cellular calls made by my attendees, live on-stage, no user-input required. As you can imagine, intercepting cellphones is a Very Big Deal in the eyes of the law; this blog post is an attempt to reassure everyone that their privacy is being taken seriously despite the nature of the demo. I'm not just making it up either — the EFF have helped significantly with the details."

I'm Not There (1956) writes "Jeffrey Zeldman brings up the interesting issue of the paradox between Japan's strong cultural preference for simplicity in design, contrasted with the complexity of Japanese websites. The post invites you to studyseveralsites, each more crowded than the last. 'It is odd that in Japan, land of world-leading minimalism in the traditional arts and design, Web users and skilled Web design practitioners believe more is more.'"

An anonymous reader writes "Big news for Star Wars fans looking forward to BioWare's upcoming Star Wars: The Old Republic MMORPG — space combat has been confirmed for the game. Players will be able to fly around the galaxy in their own personal starships, avoiding asteroid belts, landing in dangerous territory and battling other vessels. The initial news makes it sound like a cross between Mass Effect's galaxy map and a traditional space fighting game, where players will have to find 'hotspots' on the galaxy map in order to enter a particular zone."

thsoundman sends in a blog post from Rahul Sood, CTO of HP's gaming business, who claims there was once a project in development at Microsoft to let Xbox users compete against PC users playing the same game. According to Sood, the project was killed because the console players kept getting destroyed by their PC counterparts. He wrote, "Those of us who have been in the gaming business for over a decade know the real deal. You simply don't get the same level of detail or control as you do with a PC over a console. It's a real shame that Microsoft killed this — because had they kept it alive it might have actually increased the desire of game developers and gamers alike to continue developing and playing rich experiences on the PC, which would trickle down to the console as it has in the past."

An anonymous reader tips a post from Pascal Eggert, a gun enthusiast and Crytek developer, who sheds some light on how weaponry in modern shooters is designed. Quoting:
"Guns in games are like guns in movies: it is all about looks, sounds and clichés. Just like in the movies, games have established a certain perception of weapons in the mind of the public and just like in movies games get almost everything wrong. ... The fact is that we are not trying to simulate reality but are creating products to provide entertainment. ... if you want to replicate the looks of something you need to at least see it, but using it is even better. You should hold a gun in your hands, fire it and reload it to understand what does what — and at that point you will realize, there is nothing on it that does not have a function — because guns are tools for professionals. Lot of weapon designers in the game industry get that wrong. They think of guns like products for consumers or magic devices that kill people at a distance when really it's just a simple and elegant mechanism that propels little pieces of metal. Unfortunately 3D artists often only get access to the photos that Google Image Search comes up with if you enter 'future assault rifle' or, even worse, pictures from other games and movies that also got it wrong. This may explain a lot of common visual mistakes in games, especially since guns are mostly photographed from the side and egoshooters show weapons from the first person view."
This article is drawn from his personal experience in the game industry. The images shown are Pascal's personal work and are not related to his work at Crytek.

Whether they annoy you or fulfill your nerdy collection habit, achievements have spread across the gaming landscape and are here to stay. The Xbox Engineering blog recently posted a glimpse into the creation of the Xbox 360 achievement system, discussing how achievements work at a software level, and even showing a brief snippet of code. They also mention some of the decisions they struggled with while creating them:
"We are proud of the consistency you find across all games. You have one friends list, every game supports voice chat, etc. But we also like to give game designers room to come up with new and interesting ways to entertain. That trade-off was at the heart of the original decision we made to not give any indication that a new achievement had been awarded. Some people argued that gamers wouldn't want toast popping up in the heat of battle and that game designers would want to use their own visual style to present achievements. Others argued for consistency and for reducing the work required of game developers. In the end we added the notification popup and its happy beep, which turned out to be the right decision, but for a long time it was anything but obvious."

baronvoncarson tips news that today Valve released an updated version of Alien Swarm, a popular Unreal Tournament 2004 total conversion mod. The creators of the mod were hired by Valve, and they've helped turn it into a stand-alone game running on the Source engine. Valve is also releasing the code base for Alien Swarm and an SDK. The game is available for free on Steam.

CNET has a lengthy interview with OnLive CEO Steve Perlman about how the service is shaping up almost a month after launch. Demand seems to have outstripped their expectations, and it required some quick server expansion to compensate. He also addresses a common concern among gamers — that the licenses for games could expire in three years. Perlman says, "It's less of an issue about the licenses evaporating, and more of an issue of whether or not we continue to maintain the operating systems and the graphics cards to run those games. If a game is tied to a particular Nvidia or ATI card, or if it's relying on a particular version of Windows with different drivers, we can't be sure that those will continue to be available as our servers age and need to be replaced. If it's a popular game that can't run on old hardware anymore, the publishers can do an upgrade for the game. Also, servers usually do last longer than three years, so chances are we'll keep running them. But we have a legal obligation to disclose what might happen. I think the probability of us pulling a game in three years is on the order of 0.1 percent. It's also highly unlikely that a game server will evaporate after three years, but we have to allow for that possibility." He also goes into future plans for expanding OnLive, both in terms of the content they offer and the devices they may support. The Digital Foundry blog followed up the latency tests we discussed with a full review, if you'd like an unbiased opinion of the service.